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Changes according to review
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@ -347,7 +347,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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if (!hero)
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return;
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movementController->heroMoved(hero, details);
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movementController->onTryMoveHero(hero, details);
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}
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void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
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@ -937,7 +937,7 @@ void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &t
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adventureInt->showInfoBoxMessage(components, text, timer);
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// abort movement, if any. Strictly speaking unnecessary, but prevents some edge cases, like movement sound on visiting Magi Hut with "show messages in status window" on
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movementController->movementAbortRequested();
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movementController->requestMovementAbort();
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if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
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CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
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@ -984,7 +984,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
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{
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CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
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showingDialog->set(true);
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movementController->movementAbortRequested(); // interrupt movement to show dialog
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movementController->requestMovementAbort(); // interrupt movement to show dialog
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GH.windows().pushWindow(temp);
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}
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else
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@ -1007,7 +1007,7 @@ void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<vo
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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movementController->movementAbortRequested();
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movementController->requestMovementAbort();
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LOCPLINT->showingDialog->setn(true);
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CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
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}
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@ -1017,7 +1017,7 @@ void CPlayerInterface::showBlockingDialog( const std::string &text, const std::v
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EVENT_HANDLER_CALLED_BY_CLIENT;
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waitWhileDialog();
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movementController->movementAbortRequested();
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movementController->requestMovementAbort();
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CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
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if (!selection && cancel) //simple yes/no dialog
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@ -1182,7 +1182,7 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
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if (localState->isHeroSleeping(h))
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localState->setHeroAwaken(h);
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movementController->movementStartRequested(h, path);
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movementController->requestMovementStart(h, path);
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}
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void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
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@ -60,11 +60,17 @@ void HeroMovementController::onBattleStarted()
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// when battle starts, game will send battleStart pack *before* movement confirmation
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// and since network thread wait for battle intro to play, movement confirmation will only happen after intro
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// leading to several bugs, such as blocked input during intro
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movementAbortRequested();
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requestMovementAbort();
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}
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void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
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{
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if (impassable || exits.empty()) //FIXME: why we even have this dialog in such case?
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{
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LOCPLINT->cb->selectionMade(-1, askID);
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return;
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}
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// Player entered teleporter
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// Check whether hero that has entered teleporter has paths that goes through teleporter and select appropriate exit
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// othervice, ask server to select one randomly by sending invalid (-1) value as answer
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@ -139,7 +145,7 @@ void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMo
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}
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}
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void HeroMovementController::heroMoved(const CGHeroInstance * hero, const TryMoveHero & details)
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void HeroMovementController::onTryMoveHero(const CGHeroInstance * hero, const TryMoveHero & details)
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{
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// Server initiated movement -> start movement animation
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// Note that this movement is not necessarily of owned heroes - other players movement will also pass through this method
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@ -167,7 +173,7 @@ void HeroMovementController::heroMoved(const CGHeroInstance * hero, const TryMov
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if(details.stopMovement())
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{
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if(duringMovement)
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endHeroMove(hero);
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endMove(hero);
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return;
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}
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@ -233,27 +239,23 @@ void HeroMovementController::onMoveHeroApplied()
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bool wantStop = stoppingMovement;
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bool canStop = !canMove || canHeroStopAtNode(LOCPLINT->localState->getPath(hero).currNode());
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if(!canMove)
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if(!canMove || (wantStop && canStop))
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{
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endHeroMove(hero);
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}
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else if(wantStop && canStop)
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{
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endHeroMove(hero);
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endMove(hero);
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}
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else
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{
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moveHeroOnce(hero, LOCPLINT->localState->getPath(hero));
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moveOnce(hero, LOCPLINT->localState->getPath(hero));
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}
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}
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void HeroMovementController::movementAbortRequested()
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void HeroMovementController::requestMovementAbort()
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{
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if(duringMovement)
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endHeroMove(currentlyMovingHero);
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endMove(currentlyMovingHero);
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}
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void HeroMovementController::endHeroMove(const CGHeroInstance * hero)
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void HeroMovementController::endMove(const CGHeroInstance * hero)
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{
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assert(duringMovement == true);
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assert(currentlyMovingHero != nullptr);
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@ -331,17 +333,17 @@ bool HeroMovementController::canHeroStopAtNode(const CGPathNode & node) const
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return true;
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}
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void HeroMovementController::movementStartRequested(const CGHeroInstance * h, const CGPath & path)
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void HeroMovementController::requestMovementStart(const CGHeroInstance * h, const CGPath & path)
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{
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assert(duringMovement == false);
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duringMovement = true;
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currentlyMovingHero = h;
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CCS->curh->hide();
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moveHeroOnce(h, path);
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moveOnce(h, path);
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}
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void HeroMovementController::moveHeroOnce(const CGHeroInstance * h, const CGPath & path)
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void HeroMovementController::moveOnce(const CGHeroInstance * h, const CGPath & path)
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{
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// Moves hero once, sends request to server and immediately returns
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// movement alongside paths will be done on receiving response from server
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@ -43,9 +43,9 @@ class HeroMovementController
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void updatePath(const CGHeroInstance * hero, const TryMoveHero & details);
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/// Moves hero 1 tile / path node
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void moveHeroOnce(const CGHeroInstance * h, const CGPath & path);
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void moveOnce(const CGHeroInstance * h, const CGPath & path);
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void endHeroMove(const CGHeroInstance * h);
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void endMove(const CGHeroInstance * h);
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AudioPath getMovementSoundFor(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType);
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void updateMovementSound(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType);
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@ -66,9 +66,9 @@ public:
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void onPlayerTurnStarted();
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void onBattleStarted();
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void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID);
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void heroMoved(const CGHeroInstance * hero, const TryMoveHero & details);
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void onTryMoveHero(const CGHeroInstance * hero, const TryMoveHero & details);
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// UI handlers
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void movementStartRequested(const CGHeroInstance * h, const CGPath & path);
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void movementAbortRequested();
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void requestMovementStart(const CGHeroInstance * h, const CGPath & path);
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void requestMovementAbort();
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};
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@ -1139,7 +1139,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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if(h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
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complainRet("Hero doesn't have any movement points left!");
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if (transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
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if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()))
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complainRet("Hero cannot transit over this tile!");
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//several generic blocks of code
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@ -1259,7 +1259,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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if (CGTeleport::isTeleport(t.topVisitableObj()))
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visitDest = DONT_VISIT_DEST;
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if (canFly)
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if (canFly || (canWalkOnSea && t.terType->isWater()))
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{
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lookForGuards = IGNORE_GUARDS;
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visitDest = DONT_VISIT_DEST;
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